PERANCANGAN BOARD GAME TEMA KELUARGA HIT & RUN

ARDIANSYAH, BRENDA FEBRY (2021) PERANCANGAN BOARD GAME TEMA KELUARGA HIT & RUN. S1 thesis, Universitas Mercu Buana Jakarta.

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Abstract

The most prominent family problem is the lack of communication between family members even in the house. The relationship between husband and wife & children is separated by their respective gadgets so that they are much closer to each other's gadgets than between family members. Children are busy with mobile games in the room, their parents are busy social media with relatives & friends in the room as well so that the atmosphere of the house becomes quiet without any laughter, cheerfulness & happiness that is clearly visible. This game is an alternative media for parents to invite their children to play with a target of 9 years, which is more precisely before children grow up so that parents are able to provide provisions and approaches in advance to children to get used to often gather with family, play together to see laughter. real cheerfulness, so that when a child is in his teens he does not forget the habit of gathering with family even so that his teenage child feels something is missing if he does not gather with parents. Keyword: Boardgame, Family Game, Family, Family Board Game Masalah keluarga yang paling menonjol adalah kurangnya komunikasi antara anggota keluarga bahkan di rumah. Hubungan antara suami dan istri & anak-anak dipisahkan oleh gadget masing-masing sehingga mereka lebih dekat dengan gadget masing-masing daripada antara anggota keluarga. Anak-anak sibuk dengan permainan ponsel di dalam kamar, orang tua mereka sedang sibuk di media sosial dengan kerabat & teman-teman di ruangan itu juga sehingga suasana rumah menjadi hening tanpa ada tawa, keceriaan & kebahagiaan yang terlihat jelas. Game ini merupakan media alternatif bagi orang tua untuk mengajak anak-anak mereka bermain dengan target 9 tahun, yaitu lebih tepatnya sebelum anak-anak tumbuh dewasa sehingga orang tua dapat memberikan bekal dan pendekatan terlebih dahulu kepada anak agar terbiasa dengan sering berkumpul dengan keluarga, bermain bersama untuk melihat tawa. keceriaan yang nyata, sehingga ketika seorang anak berusia remaja dia tidak melupakan kebiasaan berkumpul dengan keluarga bahkan sehingga anak remajanya merasakan ada sesuatu yang hilang jika dia tidak berkumpul dengan orang tua. Kata kunci: Boardgame, Game Keluarga, Keluarga, Game Dewan Keluarga

Item Type: Thesis (S1)
NIM/NIDN Creators: 41912120036
Uncontrolled Keywords: Boardgame, Game Keluarga, Keluarga, Game Dewan Keluarga
Subjects: 600 Technology/Teknologi > 680 Manufacture For Specific Uses/Industri Pembuatan produk untuk penggunaan tertentu
700 Arts/Seni, Seni Rupa, Kesenian > 730 Plastic Arts and Sculpture/Seni Plastik dan Seni Patung > 739 Art Metalwork/Seni Logam, Kerajinan Logam > 739.4 Iron Art Works/Seni Logam Besi > 739.48 Products/Produk
Divisions: Fakultas Desain dan Seni Kreatif > Desain Produk
Depositing User: ADELINA HASNA SETIAWATI
Date Deposited: 19 Jun 2023 02:47
Last Modified: 19 Jun 2023 03:30
URI: http://repository.mercubuana.ac.id/id/eprint/78309

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